Virtual worlds may be the future of e-commerce. The game designers who fashioned these flourishing virtual worlds have invented a much more appealing way to use the internet: through an avatar. This usage of the term was coined in 1985 by Chip Morningstar, a user of the first avatar environment created by LucasFilm called Habitat. Habitat lacked many of the features we have in today’s games such as quests and puzzles. It was more similar to a social MUD in which the interactivity between avatars was the ultimate goal. According to Encarta: “Avatar [Sanskrit]: 1. incarnation of Hindu deity: an incarnation of a Hindu deity in human or animal form, especially one of the incarnations of Vishnu such as Rama and Krishna. 2. embodiment of something: somebody who embodies, personifies, or is the manifestation of an idea or concept. 3. image of person in virtual reality: a movable three-dimensional image that can be used to represent somebody in cyberspace, for example, an Internet user.” Unlike previous video game alter-egos, these avatars can be completely customized and are designed mainly for social interaction (Lastowka and Hunter, 2004). The average player dedicates hundreds of hours (and hundreds of dollars, in some cases). To cultivate his avatar. A survey suggested that approximately 20 percent of Norrath’s citizens deem it their place of residence; they just commute to Earth and back. To a large and growing number of people, virtual worlds are an important source of material and emotional well-being. (Yee). Ordinary people, who are bored and frustrated by regular web commerce, participate vigorously and passionately in avatar-based on-line markets.